i don t know how to make the arm a spinning turret. - but the location bots are deployed is at the arm itself anyway. - the location things are tractored in is the front tug.
other than that, its really only a repair ships bigger brother. - with 3 guns it won t be able to compete with anything, but at least it won t be cannonfodder when aiding allies in battle. - if its all alone, it would prolly be one of those ships that can equip 3 missile turrets can give a bomber a hard time, - cause 5000 bats / bots will allow it to revive itself like a dozen times.
thats something that ll need testing.... how much a repair ship with such a great defensive strength is still balanced. - maybe its possible to give it "only" 100k shields but still 180k armour ( like the prison liner ) .... but thankfully, junkers aren t really too aggressive. in that case, i d suggest 1500 or 2000 cargo even. - it would still be reasonable, even if junkers used that ship for trading purpose.
That is about the most beautiful texture job I've ever seen.
Zealot Wrote:Just go play the game and have fun dammit.
Treewyrm Wrote:all in all the conclusion is that disco doesn't need antagonist factions, it doesn't need phantoms, it doesn't need nomads, it doesn't need coalition and it doesn't need many other things, no AIs, the game is hijacked by morons to confuse the game with their dickwaving generic competition games mixed up with troll-of-the-day.
I still think it should be a transport class ship with a larger number of level 7 turrets and a large cargo bay.
Even if you give it gunboat guns/armor/weapons... it's going to be useless in any sort of combat if it's that large and only has 3 turrets. IMO it makes more sense that the junkers would use a transport-style vessel with extra turrets for combat, not a gunboat.
EDIT: another comment to add...
The container transport - despite only having transport level shields and weapons, is PLENTY capable of defending itself due to 12 turrets that can fire in almost any direction. It still cant go up against capital ships, but junkers have no capship enemies they would need to fight anyways, other than maybe nomads (and junkers tend to stay away from nomad space anyways). A large number of transport turrets gives this thing enough firepower to deal with the occasional attack, but lets it go about it's work salvaging due to large cargo space.
i wouldn t mind suggesting to give it transport stats with like 3000 or so cargo. - but i m unsure how igiss likes the idea of a transport class vessel with warship turrets. ( remember, the liners had that feature - and it got nerft cause people disliked it much )
at that size - a cargo of 3 to 3.5k cargo is most certainly reasonable... but its primarily a repair ship. - and things gotto be balanced. ..... little do we know about ships of such a strength with so many bats and bots. - the current repair ship is agile and poorly armed. its reasonably armoured - but its bats / bots are not meant to repair itself, but to repair bigger ships that are being salvaged. ( in terms of RP )
what it must not be is a transport ship with thousands of bats/bots, cause that d be indestructable for any pirate. - it must also not be too durable in combat, so that the side with one around would too easily win a battle.
but i can make the suggestion to increase the cargocapacity and leave it to igiss how / if he likes the concept.
Honestly, the repair ship is useless, you cant hand bats/bots directly to someone in the middle of a fight, and if you drop them for allies they'll get picked up by the wrong side just as often.
Also, the repair ship survives because it's small and agile, this thing is destroyer sized - it wouldnt be able to dodge enemy fire and it certainly wouldnt have the firepower to kill anything with only 3 warship turrets.
It's your ship, do what you feel is necessary... but I'd really prefer it to be a transport-class ship with a large number of turrets like the container transport, so it's still useful in combat but isnt primarily designed with combat in mind.
well, - being a bigger repair ship was the concept. - we only have one repair ship... and its crap. ( not its stats.... but its looks, imo.... it looks like a dog, an ugly dog )
of course its not needed to make another repair ship. - but its a concept i find more interesting than a transport.
i don t know how to make the arm a spinning turret. - but the location bots are deployed is at the arm itself anyway. - the location things are tractored in is the front tug.
It wouldn't actually be part of the ship, it would be a turret that comes pre-equipped, like how the forward cannon comes with the Orca.
' Wrote:well, - being a bigger repair ship was the concept. - we only have one repair ship... and its crap. ( not its stats.... but its looks, imo.... it looks like a dog, an ugly dog )
of course its not needed to make another repair ship. - but its a concept i find more interesting than a transport.
until we convert the repair ship and this thing to use a beam-type weapon for repairing ships (like in that other mod that was linked a while back), I dont think we should put any more ships of that type in.
Trying to drop bots/bats for your team is not an effective way of repairing them. Like I said, the enemy picks them up as often as your own guys, and you cant trade in combat without rendering yourself extremely vulnerable to enemy fire.
Not only that, but all the enemy has to do is focus fire on the repair ship and either run it out of bats/bots, or blow it up so it drops all of it's bats/bots for both sides to beam in.
The idea of a repair ship is nice, but it isnt effective unless we introduce some new mechanics for them.
We may call it a repair ship mk2 or salvage frigate (this one sounds much better to me) as for stats I'd make a "junker liner" of it.
So try giving it the stats of a Liner, and everybody would be fine - I guess.
(Nobody can really use a repair ship in-game. We Junkers do not fight enough.
And we never help anybody else directly during a fight because we try to maintain our neutrality.)
This would be the best development for Jane, I hate flying those not-junker-like-at-all transports available in the game:
- Firefly - fine ship but ugly
- Prison liner - would be fine but I never smuggle humans ;-) Of course one can refit one to be a real transport
- Borderworld transport - the best looking, I might test one once...
I like the idea of it having missile turrets--maybe you could make only ONE of the turrets equip missiles and the others standard transport turrets?
You could give it a vanilla class 10 shield and it would use the bots bats to regenerate (costly).
The cargo capacity and missile capability make it a potential "Junker Jack-of-All-Trades"
I'd actually prefer it with the three missile turret capability and transport shield (unless you make the variant below):
If you want to go a step farther, make a variant with the arms removed, less cargo space/bats and bots and make it destroyer/cruiser class like the Outcasts destroyer but add a torp, disruptor and mine mount to it. Then you have a very unique Junker cap ship.
3 Destroyer/Cruiser Turrets, Mine, torp and CD. Not too powerful as big ships go but fills the niche for having no bomber or cruiser/cap.